
A space exploration mystery game set in a 22-minute time loop.
Gcreator of Game Maker's Toolkit testWhat Makes a Game Feel Mysterious?
Gcreator of Game Maker's Toolkit testClockwork Games and Time Loops
Gcreator of Game Maker's Toolkit testBlue Prince: Can a random puzzle game actually work?
Gcreator of Game Maker's Toolkit testWhy do God of War's Characters Keep Spoiling Puzzles?
Gcreator of Game Maker's Toolkit, speaking with The Forgotten City's designer and writer Nick Pearce testHow The Forgotten City Creates The Perfect Mystery
Gcreator of Game Maker's Toolkit testHow Accessible Were 2021's Games?
Gcreator of Game Maker's Toolkit testThis Psychological Trick Makes Rewards Backfire
Gcreator of Game Maker's Toolkit testHow Accessible Were 2019’s Biggest Games?Outer Wilds drives players with a 22-minute loop, no stated goals, hidden achievements and knowledge-locked progress, so curiosity does the work. Weird, eye-catching hooks like the quantum moon pull players in. The cost: Mark bounced off at first because of the flood of leads. Lesson: trust players to reason, but offer a first lead and pause the clock for reading.
From Mark Brown and Loan Verneau
Planets change on a schedule, so when you explore matters as much as where. Sand pours from Ash Twin to Ember Twin, closing the Ember tunnels and revealing towers on Ash, while Brittle Hollow crumbles into a black hole and a comet circles the system.
Areas may be closed off by the time the player arrives, and others open only later in the loop. Mark Brown contrasts this with open worlds that change only in response to the player, like Megaton in Fallout 3 or Tarrey Town in Breath of the Wild.
A clock that ignores the player conveys the universe's cosmic indifference. Because events follow a clock, the world moves on regardless of the player's choices, progress, or even existence, which fits the game's theme.
Mark Brown says a clock was the best way to capture "the cosmic indifference of the universe."
The supernova gives the clock a fixed end and restarts the loop. Each loop ends in a supernova after 22 minutes and time returns to the start, the Groundhog Day answer to the fact that a simulated schedule can't run forever.
Majora's Mask does the same with the moon falling after three in-game days, and Dead Rising ends when the helicopter returns after 72 in-game hours. The loop turns the schedule into something to learn, then interfere with.
Keep the loop short enough that death doesn't sting, without feeling timed. Producer Loan Verneau wanted failure and death not to feel frustrating, but also didn't want players to feel they were constantly on a time limit.
A short loop in a small, dense world is also easier for players to hold as a mental model of the timeline. Quote: "we wanted to keep things short enough [that] failure and death did not feel frustrating, but we also didn't want the player to feel like they were constantly on a time limit."
From Alex Beachum and Mark Brown
A central question turns the whole game into one mystery. The game opens with a time loop and asks why it happens, what happened to the Nomai and what the eye of the universe is, so every action serves the mystery.
Writer Kelsey Beachum calls it "a game about finding answers to questions about the world around you." Smaller mysteries range from a teleporting quantum moon to a missing explorer.
Players only chase what is weird, eye-catching or aimed at them. Alex Beachum found players ignored subtle clues but were drawn to the strange quantum moon and the exploding space station. Narrative worked best when directed at the player, so a Nomai statue turns to look at you and Hornfell asks what you want to do in space.
Quote: "the really hard part was figuring out how to actually get players to ask these questions and how to make them curious." He explains the techniques in a talk at the Full Indie Summit.
Progress is locked behind knowledge, not items. The clue to reach Giant's Deep or Dark Bramble is hidden on a different planet, and some puzzles require being at a specific place at a specific time in the loop. Players must remember things or take notes, and the payoff is "aha, I figured it out" rather than "I found a key."
Mark Brown groups it with Tunic, Riven and Chants of Senaar as a Metroidbrainia. He calls the place-and-time requirement "a way of proving knowledge to the game."
No stated goals, so curiosity alone drives exploration. The developers deliberately give no explicit objectives about where to go or what to achieve, and achievements are hidden so they are discovered through play rather than chased.
The argument is that explicit goals can limit creativity and imagination, even after the goals are removed.
The design rewards methodical, single-thread puzzling and trusts the player. Chasing the quantum moon is Mark Brown's model of following one rabbit hole to its end, and he recommends Outer Wilds among indie games that engage the brain instead of running on autopilot.
He contrasts it with Blue Prince, whose random room draws stop players from following one thread. He lists it alongside Return of the Obra Dinn, Immortality and Tunic.
Total freedom from the start can overwhelm new players. Mark Brown bounced off Outer Wilds at first because of its flood of planets, people and dead ends with no first lead.
The Forgotten City's designer cites this freeze as why his game suggests an optional first lead that players can ignore at any point.
The clock pauses while players read, despite time always ticking. Outer Wilds stops its loop while text is on screen, so players can read at their own speed.
Its text is also singled out as legible, at a time when small text was the most common accessibility failure in games.
The DLC lets players turn off jump scares. The Echoes of the Eye expansion adds an option to switch off its spooky jump scares, one of several small comfort toggles Mark Brown praised in 2021.
It is the model for methodical, single-thread puzzling like chasing the quantum moon. Being at a specific place at a specific time in the loop is compared to arranging rooms in Blue Prince.
Progress is locked behind knowledge, not items. The clue to reach Giant's Deep or Dark Bramble is hidden on a different planet, and some puzzles require being at a specific place at a specific time in the loop. Players must remember things or take notes, and the payoff is "aha, I figured it out" rather than "I found a key."
Mark Brown groups it with Tunic, Riven and Chants of Senaar as a Metroidbrainia. He calls the place-and-time requirement "a way of proving knowledge to the game."
The design rewards methodical, single-thread puzzling and trusts the player. Chasing the quantum moon is Mark Brown's model of following one rabbit hole to its end, and he recommends Outer Wilds among indie games that engage the brain instead of running on autopilot.
He contrasts it with Blue Prince, whose random room draws stop players from following one thread. He lists it alongside Return of the Obra Dinn, Immortality and Tunic.
It opens with a 20-minute time loop and asks why it happens and what the eye of the universe is. Players ignored subtle clues but chased weird or eye-catching things like the quantum moon, exploding space station and the Nomai statue that turns to look at you. Clues for one planet are hidden on another.
A central question turns the whole game into one mystery. The game opens with a time loop and asks why it happens, what happened to the Nomai and what the eye of the universe is, so every action serves the mystery.
Writer Kelsey Beachum calls it "a game about finding answers to questions about the world around you." Smaller mysteries range from a teleporting quantum moon to a missing explorer.
Players only chase what is weird, eye-catching or aimed at them. Alex Beachum found players ignored subtle clues but were drawn to the strange quantum moon and the exploding space station. Narrative worked best when directed at the player, so a Nomai statue turns to look at you and Hornfell asks what you want to do in space.
Quote: "the really hard part was figuring out how to actually get players to ask these questions and how to make them curious." He explains the techniques in a talk at the Full Indie Summit.
Progress is locked behind knowledge, not items. The clue to reach Giant's Deep or Dark Bramble is hidden on a different planet, and some puzzles require being at a specific place at a specific time in the loop. Players must remember things or take notes, and the payoff is "aha, I figured it out" rather than "I found a key."
Mark Brown groups it with Tunic, Riven and Chants of Senaar as a Metroidbrainia. He calls the place-and-time requirement "a way of proving knowledge to the game."
It is recommended as an indie game that engages your brain and trusts players to reason things out.
The design rewards methodical, single-thread puzzling and trusts the player. Chasing the quantum moon is Mark Brown's model of following one rabbit hole to its end, and he recommends Outer Wilds among indie games that engage the brain instead of running on autopilot.
He contrasts it with Blue Prince, whose random room draws stop players from following one thread. He lists it alongside Return of the Obra Dinn, Immortality and Tunic.
Its flood of planets, people and dead ends made Mark bounce off at first. It also illustrates the freeze The Forgotten City designer feared when early builds gave players no lead.
Total freedom from the start can overwhelm new players. Mark Brown bounced off Outer Wilds at first because of its flood of planets, people and dead ends with no first lead.
The Forgotten City's designer cites this freeze as why his game suggests an optional first lead that players can ignore at any point.
Its DLC lets players turn off jump scares.
The DLC lets players turn off jump scares. The Echoes of the Eye expansion adds an option to switch off its spooky jump scares, one of several small comfort toggles Mark Brown praised in 2021.
It deliberately gives no explicit goals, so curiosity alone drives exploration. Its achievements are hidden and discovered through play rather than chased.
No stated goals, so curiosity alone drives exploration. The developers deliberately give no explicit objectives about where to go or what to achieve, and achievements are hidden so they are discovered through play rather than chased.
The argument is that explicit goals can limit creativity and imagination, even after the goals are removed.
Pauses its always-ticking clock while the player reads text, so players can read at their own speed.
The clock pauses while players read, despite time always ticking. Outer Wilds stops its loop while text is on screen, so players can read at their own speed.
Its text is also singled out as legible, at a time when small text was the most common accessibility failure in games.
Its world runs on a clock: sand shifts between the Hourglass Twins and Brittle Hollow collapses into a black hole, so 'when' matters as much as 'where'. The loop ends in a supernova after 22 minutes, and producer Loan Verneau wanted failure to feel fair without a constant time limit.
Planets change on a schedule, so when you explore matters as much as where. Sand pours from Ash Twin to Ember Twin, closing the Ember tunnels and revealing towers on Ash, while Brittle Hollow crumbles into a black hole and a comet circles the system.
Areas may be closed off by the time the player arrives, and others open only later in the loop. Mark Brown contrasts this with open worlds that change only in response to the player, like Megaton in Fallout 3 or Tarrey Town in Breath of the Wild.
A clock that ignores the player conveys the universe's cosmic indifference. Because events follow a clock, the world moves on regardless of the player's choices, progress, or even existence, which fits the game's theme.
Mark Brown says a clock was the best way to capture "the cosmic indifference of the universe."
The supernova gives the clock a fixed end and restarts the loop. Each loop ends in a supernova after 22 minutes and time returns to the start, the Groundhog Day answer to the fact that a simulated schedule can't run forever.
Majora's Mask does the same with the moon falling after three in-game days, and Dead Rising ends when the helicopter returns after 72 in-game hours. The loop turns the schedule into something to learn, then interfere with.
Keep the loop short enough that death doesn't sting, without feeling timed. Producer Loan Verneau wanted failure and death not to feel frustrating, but also didn't want players to feel they were constantly on a time limit.
A short loop in a small, dense world is also easier for players to hold as a mental model of the timeline. Quote: "we wanted to keep things short enough [that] failure and death did not feel frustrating, but we also didn't want the player to feel like they were constantly on a time limit."
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.